File: //var/www/aspa/three/addons/nodes/utils/ReflectorNode.js
import TextureNode from '../accessors/TextureNode.js';
import { nodeObject, vec2 } from '../shadernode/ShaderNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { viewportTopLeft } from '../display/ViewportNode.js';
import { Matrix4, Vector2, Vector3, Vector4, Object3D, Plane, RenderTarget, HalfFloatType, LinearMipMapLinearFilter } from 'three';
const _reflectorPlane = new Plane();
const _normal = new Vector3();
const _reflectorWorldPosition = new Vector3();
const _cameraWorldPosition = new Vector3();
const _rotationMatrix = new Matrix4();
const _lookAtPosition = new Vector3( 0, 0, - 1 );
const clipPlane = new Vector4();
const _view = new Vector3();
const _target = new Vector3();
const _q = new Vector4();
const _size = new Vector2();
const _defaultRT = new RenderTarget();
const _defaultUV = vec2( viewportTopLeft.x.oneMinus(), viewportTopLeft.y );
let _inReflector = false;
class ReflectorNode extends TextureNode {
	constructor( parameters = {} ) {
		super( _defaultRT.texture, _defaultUV );
		const {
			target = new Object3D(),
			resolution = 1,
			generateMipmaps = false,
			bounces = true
		} = parameters;
		//
		this.target = target;
		this.resolution = resolution;
		this.generateMipmaps = generateMipmaps;
		this.bounces = bounces;
		this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
		this.virtualCameras = new WeakMap();
		this.renderTargets = new WeakMap();
	}
	_updateResolution( renderTarget, renderer ) {
		const resolution = this.resolution;
		renderer.getDrawingBufferSize( _size );
		renderTarget.setSize( Math.round( _size.width * resolution ), Math.round( _size.height * resolution ) );
	}
	setup( builder ) {
		this._updateResolution( _defaultRT, builder.renderer );
		return super.setup( builder );
	}
	getTextureNode() {
		return this.textureNode;
	}
	getVirtualCamera( camera ) {
		let virtualCamera = this.virtualCameras.get( camera );
		if ( virtualCamera === undefined ) {
			virtualCamera = camera.clone();
			this.virtualCameras.set( camera, virtualCamera );
		}
		return virtualCamera;
	}
	getRenderTarget( camera ) {
		let renderTarget = this.renderTargets.get( camera );
		if ( renderTarget === undefined ) {
			renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
			if ( this.generateMipmaps === true ) {
			    renderTarget.texture.minFilter = LinearMipMapLinearFilter;
			    renderTarget.texture.generateMipmaps = true;
			}
			this.renderTargets.set( camera, renderTarget );
		}
		return renderTarget;
	}
	updateBefore( frame ) {
		if ( this.bounces === false && _inReflector ) return false;
		_inReflector = true;
		const { scene, camera, renderer, material } = frame;
		const { target } = this;
		const virtualCamera = this.getVirtualCamera( camera );
		const renderTarget = this.getRenderTarget( virtualCamera );
		renderer.getDrawingBufferSize( _size );
		this._updateResolution( renderTarget, renderer );
		//
		_reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
		_cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
		_rotationMatrix.extractRotation( target.matrixWorld );
		_normal.set( 0, 0, 1 );
		_normal.applyMatrix4( _rotationMatrix );
		_view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
		// Avoid rendering when reflector is facing away
		if ( _view.dot( _normal ) > 0 ) return;
		_view.reflect( _normal ).negate();
		_view.add( _reflectorWorldPosition );
		_rotationMatrix.extractRotation( camera.matrixWorld );
		_lookAtPosition.set( 0, 0, - 1 );
		_lookAtPosition.applyMatrix4( _rotationMatrix );
		_lookAtPosition.add( _cameraWorldPosition );
		_target.subVectors( _reflectorWorldPosition, _lookAtPosition );
		_target.reflect( _normal ).negate();
		_target.add( _reflectorWorldPosition );
		//
		virtualCamera.coordinateSystem = camera.coordinateSystem;
		virtualCamera.position.copy( _view );
		virtualCamera.up.set( 0, 1, 0 );
		virtualCamera.up.applyMatrix4( _rotationMatrix );
		virtualCamera.up.reflect( _normal );
		virtualCamera.lookAt( _target );
		virtualCamera.near = camera.near;
		virtualCamera.far = camera.far;
		virtualCamera.updateMatrixWorld();
		virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
		// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
		// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
		_reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
		_reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
		clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
		const projectionMatrix = virtualCamera.projectionMatrix;
		_q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
		_q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
		_q.z = - 1.0;
		_q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
		// Calculate the scaled plane vector
		clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
		const clipBias = 0;
		// Replacing the third row of the projection matrix
		projectionMatrix.elements[ 2 ] = clipPlane.x;
		projectionMatrix.elements[ 6 ] = clipPlane.y;
		projectionMatrix.elements[ 10 ] = clipPlane.z - clipBias;
		projectionMatrix.elements[ 14 ] = clipPlane.w;
		//
		this.value = renderTarget.texture;
		material.visible = false;
		const currentRenderTarget = renderer.getRenderTarget();
		renderer.setRenderTarget( renderTarget );
		renderer.render( scene, virtualCamera );
		renderer.setRenderTarget( currentRenderTarget );
		material.visible = true;
		_inReflector = false;
	}
}
export const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
export default ReflectorNode;